I am donating my Crusher map to the Nova newbie project since there was only one crusher in it and that needed to be taken out because it was crap. The rest of the map was quite good, I just couldn't fit any crushers into it.

I've started a new crusher map which actually lives up to its name. Screenies to follow shortly. Thanks for your patience chaps :)

Glad to know MAP31 hasn't been forgotten. From what I can gather from other people, and screenshots of TNT2, Xasermaps are of a very high-quality.
Honestly, I think WOLF3D textures are cartoony anyway, aside from the Nazi Imagery.
Let's face it, the imagery and the troopers are all you really need for a Wolf-themed level anyway. Anything else is just a really shitty looking brick texture.

Nice to play a quick, relatively simple blaster after playing dozens of massive slaughtermaps. The map is the right length and I managed it without dying on UV. That said, I am quite a poor shot, Imps nearly always take 2 shotgun hits for me to kill, so I found the ammon balance quite poor and nearly ran out twice. The lava maze at the end... well it only took 30 seconds to navigate, but it is full of Lost Souls and I was down to 1 or 2 shotgun shells when I exited the map. Not a fan of mazes, but lava mazes... not my preference unfortunately.

Thanks for all your feedback on my map. Probably the most important thing I came to know (from one of the Czech playtesters) are problems with the final battle, which:
1. Don't open exit door if you choosed a bad shortcut before.
2. Is way too difficult

I will fix that (and maybe change some other things) and upload a second version tomorrow.

I think this picture is all i need to see. Whilst removing the wolfenstein texturing is a good idea, what you haven't done is alter the rooms in a way to give more height variation. It's still like a wolf3d level, just with doom textures

Well, maybe the brown doesn't clash horribly, but it just looks odd to me.
It's still a bland room though. Still needs a lot of work. This isn't as bad as the last map though, so let's not give up on it yet.

Final battle altered so it's a lllllllllitttttttttle bit easier and - most importantly - always possible, no matter which way there you choose.
Also I used autoalign-textures-feature on one wall in the underground section, and now it looks better as a whole!

Changes are so little that it's probably not worth replaying for those of you who already played the first version.
You can consider this a final version if no other bugs appear.

Maybe they don't make any sense, but I don't agree they are always bad. I believe they can be used to give your map a special character, or to create some special visual effect, especially if it's connected with some sort of lighting effect. Here are some examples of liquid ceilings in my map, and I don't find them a mark of bad/old-school/reprehensible design. All the sectors are glowing or flickering.

Just a small question:
Does vanilla allow any "3D" stuff? Or does it just allow for certain textures? I just made a non-walkable catwalk, and Choco crashed on me. :/
It's not important, so I can scratch that, if need be.Shot for the case.

CorSair said:Just a small question:
Does vanilla allow any "3D" stuff? Or does it just allow for certain textures? I just made a non-walkable catwalk, and Choco crashed on me. :/
It's not important, so I can scratch that, if need be.Shot for the case.